Map and territories


Devlog: Designing the Map & Territory Mechanics

One of the challenges in making my game more engaging is figuring out how to represent player activity across different hosting sites as a dynamic map. The idea is to turn these sites into "castles" or territories that players can fight over, with each hex on the map representing a game room. But how should the territory mechanics work? Let’s brainstorm some possible approaches.

1. Continuous Conflict vs. Daily Tournaments

Should the battle for territories be an ongoing struggle, or should it reset daily?

  • Continuous Conflict: Players fight over control of a hex in real-time, meaning the leaderboard and control of a hex can shift frequently throughout the day. This would create a more persistent world where strong players (or those who play frequently) can maintain dominance.
  • Daily Reset / Tournaments: The map could refresh every 24 hours, allowing for daily events where the best player of the day (or the highest-scoring faction) gains control. This could prevent long-term monopolization by a few skilled players and give newcomers a fresh chance to compete.

2. How to Win a Hex

A few potential mechanics for determining who controls a hex:

  • High Score: The player with the highest score in a given hex at the end of a set period wins control. This favors skill but might lead to dominance by the same players.
  • Win Streaks: Players must win multiple matches in a row to claim a hex. This introduces an endurance challenge and a comeback mechanic.
  • Faction Battles: Players join factions (or automatically get assigned to one based on team balancing), and faction points are accumulated per hex. This adds a cooperative layer.
  • King of the Hill: The longest consecutive session of dominance in a hex wins it. For example, a player must hold control for X minutes before being dethroned.

3. Score & Progression Systems

Beyond just controlling hexes, how should progress be measured?

  • Territory Points: Players earn points based on how many hexes they’ve controlled over time.
  • Leaderboard Titles: Titles like "Warlord of [Site Name]" could be granted to the top player or faction.
  • Bonus Rewards: Controlling a hex for an extended period could offer in-game rewards, skins, or currency.
  • Decay Mechanic: Hexes could lose value over time if not actively defended, forcing players to continue fighting.

4. Dynamic Map Growth

Since new sites hosting the game will appear over time, how do we introduce them to the map?

  • Expanding Borders: When a new site starts hosting, a new castle emerges at the edges of the existing map.
  • Isolated Kingdoms: New sites begin as separate islands that can later connect to the main map once enough activity occurs.
  • Player Migration: Players from active hexes could be given incentives to “explore” new sites, seeding competition there.

What’s Next?

I’d love to hear thoughts from the community! Should the battle be a never-ending war or a structured daily tournament? What kinds of victory conditions sound the most fun? Let me know in the comments!

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